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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Source/SimulationController/src/ScArticulationJointSim.cpp | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'PhysX_3.4/Source/SimulationController/src/ScArticulationJointSim.cpp')
| -rw-r--r-- | PhysX_3.4/Source/SimulationController/src/ScArticulationJointSim.cpp | 97 |
1 files changed, 97 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/SimulationController/src/ScArticulationJointSim.cpp b/PhysX_3.4/Source/SimulationController/src/ScArticulationJointSim.cpp new file mode 100644 index 00000000..81d50565 --- /dev/null +++ b/PhysX_3.4/Source/SimulationController/src/ScArticulationJointSim.cpp @@ -0,0 +1,97 @@ +// This code contains NVIDIA Confidential Information and is disclosed to you +// under a form of NVIDIA software license agreement provided separately to you. +// +// Notice +// NVIDIA Corporation and its licensors retain all intellectual property and +// proprietary rights in and to this software and related documentation and +// any modifications thereto. Any use, reproduction, disclosure, or +// distribution of this software and related documentation without an express +// license agreement from NVIDIA Corporation is strictly prohibited. +// +// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES +// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO +// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, +// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. +// +// Information and code furnished is believed to be accurate and reliable. +// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such +// information or for any infringement of patents or other rights of third parties that may +// result from its use. No license is granted by implication or otherwise under any patent +// or patent rights of NVIDIA Corporation. Details are subject to change without notice. +// This code supersedes and replaces all information previously supplied. +// NVIDIA Corporation products are not authorized for use as critical +// components in life support devices or systems without express written approval of +// NVIDIA Corporation. +// +// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved. +// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. +// Copyright (c) 2001-2004 NovodeX AG. All rights reserved. + + +#include "ScArticulationJointSim.h" +#include "ScArticulationJointCore.h" +#include "ScBodySim.h" +#include "ScScene.h" +#include "PxsRigidBody.h" +#include "DyArticulation.h" +#include "ScArticulationSim.h" +#include "PxsSimpleIslandManager.h" + +using namespace physx; + +Sc::ArticulationJointSim::ArticulationJointSim(ArticulationJointCore& joint, ActorSim& parent, ActorSim& child) : + ActorInteraction (parent, child, InteractionType::eARTICULATION, 0), + mCore (joint) +{ + registerInActors(); + + BodySim& childBody = static_cast<BodySim&>(child), + & parentBody = static_cast<BodySim&>(parent); + + parentBody.getArticulation()->addBody(childBody, &parentBody, this); + + mCore.setSim(this); +} + + +Sc::ArticulationJointSim::~ArticulationJointSim() +{ + // articulation interactions do not make use of the dirty flags yet. If they did, a setClean(true) has to be introduced here. + PX_ASSERT(!readInteractionFlag(InteractionFlag::eIN_DIRTY_LIST)); + PX_ASSERT(!getDirtyFlags()); + + unregisterFromActors(); + + BodySim& child = getChild(); + child.getArticulation()->removeBody(child); + + mCore.setSim(NULL); +} + + +Sc::BodySim& Sc::ArticulationJointSim::getParent() const +{ + return static_cast<BodySim&>(getActorSim0()); +} + + +Sc::BodySim& Sc::ArticulationJointSim::getChild() const +{ + return static_cast<BodySim&>(getActorSim1()); +} + + +bool Sc::ArticulationJointSim::onActivate(void*) +{ + if(!(getParent().isActive() && getChild().isActive())) + return false; + + raiseInteractionFlag(InteractionFlag::eIS_ACTIVE); + return true; +} + +bool Sc::ArticulationJointSim::onDeactivate(PxU32) +{ + clearInteractionFlag(InteractionFlag::eIS_ACTIVE); + return true; +} |